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Posts posted by Dragon Brother
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superman => krypronite
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Good luck!
It seems like the only time we get to see Schot is when he's running around like a mad man doing upgrades or fixing issues for us - I hope he gets a break at some point!
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uplifting => soaring
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vestiary => bestiary
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michelin => star
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feeding => eating
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eternal => timeless
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twister => tornado
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assets => trinkets
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Darkmatters => forum
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solution => problem
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zoophobia => fear
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present => gift
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15 hours ago, dimitrius154 said:
The value is rounded down. It would be next to impossible to achieve the 1-hitpoint-left scenario, though.
I'm curious, would it have been possible / practical to modify life leech to be a percentage of the damage dealt (similar to Sacred 1) and not a percentage of the opponents (current) health?
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ah ha => chuckle
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skate board => scooter
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Merry Christmas and a happy new year to all!!
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in bed => sleep
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On 12/13/2021 at 5:23 AM, rorschachrev said:
I fiddled with them a bit, got a GUI to appear with different assets, and then managed to crash the game after moving the windows around a little bit to see passed the assets. I expect it will be possible to alter the map. Some things may be a little too deep (like portal locations, etc) but I suspect that we can figure it out with more eyeballs on some minor success. If there is significant interest in this, I'll hit it with a debugger.
I noticed that the scripting language is LUA. It is possible to write LUA scripts that will print the content of other LUA scripts. For example, Script A calls "print contents of script B" and suddenly you are looking at the source code of script B. Has anyone done this with the packed files? I did this, and debugger options, on Grim Dawn which kicked off the modding community at launch (a demo texture replace, a demo inventory expander, etc) I was able to come up with a few things, including a bunch of extra debug commands that weren't documented. That game was also LUA scripts on top of C binaries. The LUA scripts were replaceable using some weird tricks, but I didn't go all the way on that game. The thing that I absolutely hated about Grim Dawn was the ablative damage formulas (If you had enough gear for any boss, you were damage immune. Otherwise you were dead.) I figured out that piece of code was deep in the C++ libraries and I couldn't change it (since I found the hooks all around it). I'd be happy to give Sacred 2 some more serious love.
I imagine this is something you may spark some interest in. As far as I am aware Dimitrius is the only one who has managed to modify the games code in any way and given there are always lots of opinions / discussion on whether changes are warranted or not, potentially opening up the game for others to make similar changes can only be a good thing.
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pixies => leprechauns
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Welcome to the team Timo!!
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18 hours ago, idbeholdME said:A note about the balance: I felt that the 2 shots were pretty well justified considering how powerful regeneration and other on hit effects are. The very last char I played before I stopped playing was actually a ranged Shadow Warrior and it was when I saw the Frenzied Rampage behavior with bows (shortly after starting act 2) and how it was effortlessly mowing down anything I encountered that I actually started looking into how exactly CM changed these CAs and incidentally found out that the change also affected the BFG. Melee having 4 strikes requires you to get close to the enemy and the animation actually takes some time, making you a sitting target. The almost instant spray with the ranged CAs in the CM patch really made me feel very OP. Not only does this basically double the damage potential of the skill, but also the number of procs or even the Succession or Double Attack skill mods (20% chance for a double hit, triggering all the other procs even more often), which IMO was an unforeseen side-effect, allowing ridiculous stuff like Pelting Strikes with 15 second cooldown to be effortlessly spammed non-stop even with minimal amount of regen per hit. In melee, even if you fully regen the CA before the animation finishes, you can't start another one until it does finish. The nature of the new ranged animation allows for non-stop machine gun spam that melts even bosses faster than anything else in the game.
Food for thought - have you considered other characters with their equivalent CA? I believe the dryad for example shoots more than two projectiles with its equivalent CA so don't see much difference between that and this change. Especially as in the non CM patch version of the game the dryad was the best class for stacking crazy %LL (shuriken + detheyas set) and could melt bosses almost instantly. The way I see it is that this game has never really been well balanced and this just brings some consistency across characters. Either way, my feel is the advantage of the bug fixes it comes with outweigh any concerns over this change...
I want to add my appreciation for your work Flix. I realise that there has been a lot of discussion over the years regarding the CM patch and subsequent follow up efforts and the changes from the base game, but this version is a true labour of love by you for any fans who's vision lay elsewhere to yours with the enhanced edition, diablo mod and latest versions of the CM Patch. Truly impressive work.
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The Related Word Game - 2017!
in Key Largo Beach Resort and General Discussion
Posted
dorothy => Oz